College of Adjuration

Bards of the College of Adjuration use both their commanding presence and tactical wit to basically tell others what to do in battle, and usually to great effect. Otherwise known as Field Generals, these bards are team players who want the group as a whole to return from the fields of war while singing songs in their honor.

They refuse to take anything less than the best from those they command, causing a single bard of this college on the battlefield to be enough to strike both fear and awe into any enemy that sees or hears them barking orders to their comrades-in-arms, all the while casting spells along with other spellcasters.

Commands

3rd-level College of Adjuration feature

When you choose this archetype, you are able to issue commands to your allies on the battlefield that are fueled by your Bardic Inspiration dice.

Commands are usually issued on your turn as a bonus action, allowing allies to use their reactions to do something during your turn, although there are some commands that take effect on your turn that affect one or more allies.

Commands. You learn four commands of your choice, which are detailed under “Commands” below. You learn three additional commands of your choice at 6th and 14th level. Each time you learn a new command, you can also replace one command you know with a different command.

Saving Throws. Some of your commands require a target to make a saving throw to resist the command’s effects, even when it’s an ally performing the action. The saving throw DC is calculated as follows:

Command Save DC = 8 + your proficiency bonus + your Charisma modifier

At 14th level, the range of this ability increases to 30 feet.

Tactical Charm

3rd-level College of Adjuration feature

Your inspiring presence and force of will allows you and your allies to act quickly in battle. You and a number of allies equal to your Charisma modifier within 10 feet of you who can see or hear you and who can understand you gains a bonus to initiative equal to your Charisma modifier.

Forceful Command

6th-level College of Adjuration feature

When you give a command that lets an ally roll a d20 (an attack, a save, etc.), you can allow the ally to make the roll with advantage. Once you use this feature, you can’t use it again until you take a short or long rest.

Commanding Presence

14th-level College of Adjuration feature

When you expend a Bardic Inspiration die to affect an ally with a command, you can choose one additional ally to affect with the same command. Once you use this feature, you can’t use it again until you perform a short or long rest.

Commands

The commands are presented in alphabetical order.

  • A Little Help Here!: An ally can use their reaction to make a single attack against a creature. If the attack hits, the ally adds the result of the Bardic Inspiration die to the attack’s damage roll, and the ally can attempt to goad the target into attacking it. The target must make a Wisdom saving throw against your Command Save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than your ally until the end of the target’s next turn.
  • Buck Up!: You may use this command as a reaction to cause an ally to gain a number of temporary hit points equal to the result of the Bardic Inspiration die.
  • Do ‘Em Dirty!: An ally can use their reaction to make a single attack against a creature. If the attack hits, the ally adds the result of the Bardic Inspiration die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw against your Command Save DC. On a failed save, the target is knocked prone.
  • Do That Again!: You may use this command as a reaction to allow an ally to regain the use of a single class feature of their choice that they would normally regain after a short or long rest. If the feature allows multiple uses per short or long rest, they regain one use of the feature. The result of the Bardic Inspiration die determines the type of feature the ally can regain. On a result of 5+, the ally regains the use of a class feature that they would normally regain after a short or long rest; otherwise they regain the use of a class feature they would normally regain after a short rest only.
  • Drop It!: An ally can use their reaction to make a single attack against a creature. If the attack hits, the ally adds the result of the Bardic Inspiration die to the attack’s damage roll, and the ally can attempt to disarm the target, forcing it to drop one item of the ally’s choice that it’s holding. The target must make a Strength saving throw against your Command Save DC. On a failed save, it drops the chosen object. The object lands at its feet.
  • Finish ‘Em!: The ally can use their reaction to make a single attack against a creature with advantage on the attack roll. The ally can add the result of the Bardic Inspiration die to damage if the attack hits. If both die results would result in a hit, then the attack is considered a critical hit.
  • Follow Through!: An ally can use their reaction to inflict damage on a single attack they attempted that missed its intended target. The target must succeed at a Dexterity saving throw against your Command save DC or take damage equal to the result of the Bardic Inspiration die.
  • Get Out of There!: The ally can use their reaction to use the Dash action. This movement does not provoke opportunity attacks. The ally adds the result of the Bardic Inspiration die as a bonus to AC until the end of their next turn.
  • Hit ‘Em Both!: You may use this command as a reaction to cause a single melee or ranged attack to deal extra damage to the target and to any other single creature of the ally’s choice that the ally can see within 5 feet of the target. The extra damage equals the number rolled on the Bardic Inspiration die.
  • Hit Harder!: You may use this command as a reaction to allow an ally to reroll the damage dice of a single attack that hits. The ally must accept the result of the reroll. The ally adds the result of the Bardic Inspiration die to the damage.
  • Just Stay Calm!: The ally can use their reaction to make a saving throw against any single condition affecting them. The ally adds the result of the Bardic Inspiration die as a bonus to the saving throw.
  • Not There … THERE!: You may use this command as a reaction to allow an ally to move without provoking opportunity attacks. The result of the Bardic Inspiration die determines how far the ally can move. On a result of 5+, the ally can move up to its speed; otherwise it can move up to half its speed without provoking opportunity attacks.
  • On Your Feet, Maggot!: You may use this command as a reaction to allow an ally to immediately make a death saving throw and add the Bardic Inspiration die as a bonus to the roll. On a result of 20 or higher, the ally immediately gains 1 hit point; if the result is still a failure, the result does not count as a failed result.
  • Push ‘Em Back!: An ally can use their reaction to make a single attack against a creature. If the attack hits, the ally adds the result of the Bardic Inspiration die to the attack’s damage roll, and the ally can attempt to drive the target back. The target must make a Strength saving throw against your Command Save DC. On a failed save, your ally pushes the target up to 15 feet away from itself.
  • Rally!: The ally can use their reaction to spend a single Hit Dice to recover hit points. The ally adds the result of the Bardic Inspiration die to their recovery roll.
  • Scare ‘Em!: An ally can use their reaction to make a single attack against a creature. If the attack hits, the ally adds the result of the Bardic Inspiration die to the attack’s damage roll, and the ally can attempt to frighten the target. The target must make a Wisdom saving throw against your Command Save DC. On a failed save, it is frightened of the ally until the end of its next turn.
  • Scramble!: You may use this command as a reaction to grant an ally that is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage to roll the saving throw with advantage. The ally reduces the damage of the effect by the result of the Bardic Inspiration die, regardless of the result of the saving throw, to a minimum of 0.
  • Strike Here!: An ally can use their reaction to make a single attack against a creature that you just successfully attacked. The ally can add the result of the Bardic Inspiration die to both the attack and damage rolls.
  • Try Again!: You may use this command as a reaction to allow an ally to reroll a single attack they just missed. The ally adds the result of the Bardic Inspiration die to damage if the attack hits.
  • You Are A Precious Snowflake!: The ally can use their reaction to swap places with another creature within 5 feet when hit with a melee or ranged attack. If the creature is unwilling, the creature must succeed at a Constitution saving throw against your Command save DC to avoid being moved, If the attack would still hit the new target, the result of your Bardic Inspiration die is added to the damage of the attack.
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Ancestral Anthologies Vol. 2: Fox & Fae © 2020, Beyond the Horizon; Author: Kim Frandsen.

Class Acts, Volume 2: New Subclass Options For Dungeons and Dragons Fifth Edition © 2021 Krepolegion Press; Author: Mike Rainey.

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